Search found 289 matches

by iamrobk
Sat Nov 13, 2004 1:35 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

...a large capitol ship of the most modern kind is terribly expensive. Why should this change for a star-empire? It would just mean that the ship requires a large portion of a planets resources as opposed to say a citys. As the game progresses, so should the cost of a state of the art vessel. [...]...
by iamrobk
Sat Nov 13, 2004 12:46 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

In reference to my earlier discussion on some battle sizes in WW I & II, Yes, but this is a battle taking place on a single planet in a relatively small area of one of the vast oceans on the planet. Space is a much larger scale and more than likely, battles will be much larger scale too. The concep...
by iamrobk
Fri Nov 12, 2004 11:56 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

The suggestion of enabler ships somewhat reduces this problem. If an enabler ship to get you to your max possible limit is significantly less expensive than the cost of that many ships, two empires with drastically different production capacities (due to significant differences in # of planets or s...
by iamrobk
Fri Nov 12, 2004 12:14 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

Well, again, that is a debatable opinion, Ranos, and is all up to personal preferance.
by iamrobk
Tue Nov 09, 2004 1:28 am
Forum: Other Game Design
Topic: the effects of defeat
Replies: 22
Views: 3459

I meant like 5%-15% total. I thought you meant that it would change like 1% total.
by iamrobk
Tue Nov 09, 2004 12:08 am
Forum: Other Game Design
Topic: the effects of defeat
Replies: 22
Views: 3459

I definately support the ideas of Last Stands and whatever, and how wins increase moral and losses decrease it. However, I think the effects should be more than just like 1%. I think that maybe the bonuses should range from like 5%-15%. Anything smaller would be pointless, anything bigger would be t...
by iamrobk
Sat Nov 06, 2004 8:54 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

First off, any limits should be dictated by the ammount of pp required to build the ship, the ammount of money required for maintainance per turn, some kind of command points like MOO2 had or a combination of the three. Setting hard caps on anything is, IMO, just ridiculous. It is of course a possi...
by iamrobk
Sat Nov 06, 2004 1:34 pm
Forum: Other Game Design
Topic: Crews
Replies: 33
Views: 4955

We are threading on new and dangerous grounds here - I dont recall any good solution for this problem in older games. We have to answer few questions first: 1. Should 'military draft' ratio affect a) population b) economy c) happiness 2. Should 'military draft' be based on: a) global/empire populat...
by iamrobk
Sat Nov 06, 2004 1:30 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

I don't get exactly what you mean by scalable. I think that we really have to make the game one way or the other, unless the programmers and graphics artists want to program and make graphics for battles with thousands of ships (which I still think is just stupid IMO), and for battles with only doze...
by iamrobk
Sat Nov 06, 2004 1:31 am
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

I definately don't think just capping the # of ships per battle is a solution to this. I mean, that doesn't fix the problem, at elast to me. My concern is building tons of ships everywehre, really, so that every ship has a certain value to the player. This just adds new strategy to the game IMO, as ...
by iamrobk
Thu Nov 04, 2004 10:08 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

Can we please both camps? I, for instance, want to see indescribably massive armadas. I want the might of a thousand systems to appear MIGHTY, dammit! Others want to invest their energy in a single ship of a single group and see them fight their noble way across the galaxy. I can only see both of t...
by iamrobk
Tue Nov 02, 2004 6:33 pm
Forum: Other Game Design
Topic: Crews
Replies: 33
Views: 4955

Hmm....after reading all this, i think that having a general military population would be a good diea. They would be housed in barracks. You could start recruiting campaigns and all to help encourage more civilains to join the military. Then whenever you build a ship or want a new army, it takes X a...
by iamrobk
Tue Nov 02, 2004 6:30 pm
Forum: Other Game Design
Topic: Rebellions!
Replies: 35
Views: 5843

hm.....I definately think rebellions sohuld be able to happen anywhere anytime. Possibly as a random event, too. Spies should be able to help start rebellions, too.
by iamrobk
Tue Nov 02, 2004 6:27 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

Ya know, I really like that point system, but there should also be a cap on the amount of one type fo ship you can have. If only to prevent the AI from building 1024 fighters. :P But if we do go with a point system, I'd liek to see the largest ships be like 500, and the smaller ones be 1. Only like ...
by iamrobk
Mon Nov 01, 2004 10:47 pm
Forum: Other Game Design
Topic: many ships or fewer ships?
Replies: 128
Views: 12844

Re: many ships or fewer ships?

Geoff the Medio wrote:
iamrobk wrote:Sorry, I couldn't see a topic like this anywhere.
viewtopic.php?t=841

See question "F" in the first post.
I feel like a total idiot. LOL! Oh well. Just for the record, I completely agree with yuor viewpoint on the subject.